(03-19-2018, 05:06 AM)CheerfullyInsane Wrote: I do like the Alternate Fire OR though, at least for indirect fire. Personally, I think default artillery is a little weak, but that's just a gut-feeling/personal preference.
But it does discourage unrealistic stacking, and avoids the Doomstack issue.
Plus, it avoids the (IMO) gamey technique of targeting enemy AT assets, and then just run rampant with your armor.
Yes, in real-life the commanders would target enemy AT guns with artillery, but they weren't able to sit at a distance and kill them before even moving armor into range.
I guess the OR just breaks down when you have massive stacks on a 200% beach-head.
Oh well, it is what it is.
No great loss, I'll simply switch to The Bulge. ;)
I think the solution to your problem is to change the parameters for beaches down from 200% to something more manageable. Maybe try 100% and see if you can get off the beach. I agree with you, trying to get off the beach with Alt Fire selected in the Alt scenario is impossible.
In the original scenarios that come with the game beach terrain is given a +10%. The Alt scenario files changed this to 200% but only required Alt Assault and not Alt Fire. The Alt scenario for the Omaha scenario also made a lot of changes to other terrain as well including Pillboxes/Bunkers plus it changed positions and types of these fortifications not to mention changes to the units involved. I'm sure you've read the comprehensive guide which comes with Volcanoman's scenarios.
I like Alt Fire for the same reasons as you. Not sure if its too weak though. My pet peeve is that you can target one unit with every single artillery unit on a map sometimes. You will find this out in Bulge. If air can be limited to the number of attacks it can make on a hex, I can't see why artillery also can't be limited.